#version 450
layout (location =0) in vec2 pos;
layout (location =1) in vec3 inColor;
layout(location=0) out vec3 fragColor;

uniform float u_time;
void main() {
    vec2 pos1 =pos+sin(u_time)+0.5f;
    gl_Position = vec4(pos1,0.0, 1.0);
    fragColor = inColor;
}